using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.IO;

using Pac.Constants;
using Pac.Scene;
using Pac.Resources;

namespace Pac.App
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        public static Sound sound;
        BaseScene baseScene;
        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferMultiSampling = false;
            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();
        }

        private void loadHighScore()
        {
            StreamReader r = null;
            try
            {
                FileSecurity.DecryptFile(GameConstants.SAVE_FILE, "temp");
                r = new StreamReader("temp");
                string det = r.ReadLine();
                string[] details = det.Split(',');
                string score = details[1];
                string name = details[0];
                GameConstants.highScore = int.Parse(score);
                GameConstants.playerName = name;
                r.Close();
            }
            catch (FileNotFoundException e)
            {
                GameConstants.highScore = 0;
            }
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            sound = new Sound(this);
            baseScene = MenuScene.getInstance();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            GameTexture.loadTextures(this);
            loadHighScore();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            baseScene = baseScene.Update(gameTime);
            if (baseScene == null)
            {
                this.Exit();
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            
            baseScene.Draw(gameTime, spriteBatch);

            base.Draw(gameTime);
        }
    }
}
